Object control system in location-based game, program and method

ABSTRACT

An object control system in a location-based game, in which a character in a virtual world is linked with and moved along with a movement of a user in a real world, is provided with: a location information acquiring unit which detects a current location and displacement in the real world of the user; a virtual display data generating unit which selects a boundary line on real map information so as to be an area and a shape according to the current location of the user in the real world and information density on the real map information corresponding to the current location, and generates a virtual fantasy block that partially covers the real map; and a synthesis processing unit which superimposes and displays the fantasy block generated by the virtual display data generating unit on the real map information.

TECHNICAL FIELD

The present invention relates to an object control system, program, and method for a location-based game in which game progress in a virtual world is linked to the location of the user in the real world.

BACKGROUND ART

Portable information processing devices that exchange information wirelessly, such as smartphones, mobile phones and mobile PCs, have become increasingly multifunctional. For example, location information services such as GPS can now be used on these devices.

Several location-based games that combine the portability of these information processing devices with the use of location information services have been proposed (see, for example, Patent Document 1). In the technology disclosed in Patent Document 1, a game system is constructed in which the actual location and any change in orientation in the real world obtained via GPS, for example, are controlled and displayed as a virtual location and virtual change in orientation on a screen displaying a roll playing game (virtual world), and in which event icons superimposed at the location are displayed in a second virtual world. In this way, actual location information can be combined with conventional game systems or novel game systems to provide a system that can realize new types of entertainment and make the actual movement of pedestrians into a fun form of exercise.

CITATION LIST Patent Literature

Patent Document 1: JP 2001-70658 A

SUMMARY OF INVENTION Technical Problem

However, real world information is not displayed when displaying a virtual world in this type of location-based game, so various methods have been proposed to combine virtual world and real world elements while the game progresses.

When virtual world and real world elements are combined, virtual objects are superimposed and displayed on real map information including geographic information such as roads and actual terrain as well as related information on the area. However, because the density of information included in real map information depends on the area, combining virtual world and real world elements in a uniform way may cause too much or too little information to be displayed on a real map in a given unit area, and a good balance of real world information and virtual world information may not be achieved. Also, user operations and game developments increase at certain locations, and the occurrence of events and game developments decrease at other locations. This may cause the game to be less enjoyable.

Therefore, it is an object of the present invention to solve this problem by providing an object control system, program, and method for a location-based game in which real world and virtual world elements are combined based on location information to create a game that optimizes the balance between real world information and virtual world information so that user operations and event occurrence are stabilized to make the game more enjoyable.

Solution to Problem

In order to solve this problem, the present invention is an object control system in a location-based game in which a character in a virtual world is linked with and moves with a user in the real world, the object control system in a location-based game comprising: a detecting means for detecting the current location and change in orientation of the user in the real world; a virtual display data generating unit for selecting the current location of the user in the real world and boundary lines in real map information so that the area and shape correspond to the information density in the real map information corresponding to the current location, and for generating a virtual object partially covering the real map; and a virtual information display unit for superimposing and displaying the virtual object generated by the virtual display data generating unit on the real map information.

The present invention is also an object control program in a location-based game in which a character in a virtual world is linked with and moves with a user in the real world, the object control program in a location-based game causing a computer to function as a detecting means for detecting the current location and change in orientation of the user in the real world; a virtual display data generating unit for selecting the current location of the user in the real world and boundary lines in real map information so that the area and shape correspond to the information density in the real map information corresponding to the current location, and for generating a virtual object partially covering the real map; and a virtual information display unit for superimposing and displaying the virtual object generated by the virtual display data generating unit on the real map information.

The present invention is also an object control method in a location-based game in which a character in a virtual world is linked with and moves with a user in the real world, the method comprising the steps of: causing a detecting means to detect the current location and change in orientation of the user in the real world; causing a virtual display data generating unit to select the current location of the user in the real world and boundary lines in real map information so that the area and shape correspond to the information density in the real map information corresponding to the current location, and generate a virtual object partially covering the real map; and causing a virtual information display unit to superimpose and display the virtual object generated by the virtual display data generating unit on the real map information.

In the present invention, the virtual display data generating unit superimposes and displays the virtual object on real map information along the route of travel as the user moves through the real world, and the virtual object is a virtual block having a flat shape corresponding to geographic information in the real world and covering some or all of the real map in municipal district units.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a schematic diagram showing the overall configuration of a game system in an embodiment of the present invention.

FIG. 2 is an explanatory diagram showing the relationship between real map information M1 and virtual map information M2 in the present embodiment.

FIG. 3 is an explanatory diagram showing geographic information and text information displayed on the real map information M1 in the present embodiment.

FIG. 4 is an explanatory diagram showing text information displayed in fantasy blocks on real map information M1 in the present embodiment.

FIG. 5 is an explanatory diagram showing the operation of fantasy processing in the present embodiment.

FIG. 6 is an explanatory diagram showing the relationship between movement of the character and fantasy processing in the present embodiment.

FIG. 7 is an explanatory diagram showing fantasy processing and state transitions in the present embodiment.

FIG. 8 is an explanatory diagram showing the relationship between the size of fantasy blocks and information density in the fantasy processing performed in the present embodiment.

FIG. 9 is a block diagram showing the internal configuration of a game server 3 in the present embodiment.

FIG. 10 is a block diagram showing the internal configuration of a smartphone 1 in the present embodiment.

FIG. 11 is a block diagram showing the internal configuration of a display data generating unit in the present embodiment.

FIG. 12 is a diagram used to explain the accumulation of points based on repeated back and forth movement in the present embodiment.

FIG. 13 is an explanatory diagram showing superimposed graphics on municipal districts in the fantasy processing performed in the present embodiment.

FIG. 14 is a flowchart showing the steps in the point issuing process performed in the present embodiment.

FIG. 15 is a sequence diagram showing the batch processing operations performed in the present embodiment.

DESCRIPTION OF EMBODIMENTS

The following is a detailed description of the game system and game program in an embodiment of the present invention with reference to the appended drawings.

(Overall System Configuration)

FIG. 1 is a schematic diagram showing the overall configuration of a game system in an embodiment of the present invention. The game system in the present embodiment, as shown in FIG. 1, is essentially composed of a smartphone 1 or some other portable terminal device employed by a user 10 and a game server 3 installed on the internet 2. In the present embodiment, the portable terminal device is a smartphone 1.

In the present embodiment, the game server 3 is a server used to process progress in the game. This can be a single server device or a group of server devices used to virtually create function modules in a CPU and perform processing linked to these function modules. The game server 3 can exchange data over the internet 2 using a communication function and display webpages via browser software using a web server function.

The smartphone 1 is a portable information processing terminal using wireless communication. It is a mobile phone communicating wirelessly via wireless base stations 22 serving as relay points and receives communication services such as phone and data services as it moves. Communication systems used by mobile phones include the 3rd Generation (3G) system, Long-Term Evolution (LTE) system, the 4G, the FDMA system, the TDMA system, the CDMA system, the W-CDMA system, and the Personal Handyphone System (PHS). This smartphone 1 is equipped with various functions such as digital camera functions, application software executing functions, a position information acquiring function using, for example, the Global Positioning System (GPS), and mobile computer functions such as tablet PC functions.

The location information acquiring function acquires and records location information indicating the location of the device itself. The location information acquiring function, as shown in FIG. 1, includes a position detecting method using signals from satellites 21, such as GPS, or a position detecting method using the intensity of wireless signals from wireless base stations 22 for mobile phones or from Wi-Fi communication access points.

The smartphone 1 is also equipped with a liquid crystal display serving as a display unit for displaying information, and a control device such as control buttons for user input operations. The control device can also be a touch panel superimposed over the liquid crystal display to serve as an input unit for acquiring control signals based on touch operations at certain coordinate positions on the liquid crystal display. More specifically, the touch panel is an input device that senses a touch operation from a finger or pen using pressure or electrostatic detection and inputs control signals. Touch sensors superimposed on a liquid crystal display that is displaying graphics receive control signals based on the coordinate position of graphics displayed on the liquid crystal display

(Internal Configuration of Each Device)

The following is an explanation of the internal configuration of each device constituting this game system. FIG. 9 is a block diagram showing the internal configuration of a game server 3 in the present embodiment, and FIG. 10 is a block diagram showing the internal configuration of a smartphone 1 in the present embodiment. In the following explanation, a “module” can be hardware such as a device, software performing a function, or a combination of both. A module indicates a function unit used to perform a certain operation.

(1) Game Server

First, the internal configuration of the game server 3 will be explained. The game server 3 is a server device on the internet 2 that exchanges data with each smartphone 1 via the internet 2. The game server 3 comprises a communication interface 31 for exchanging data via the internet 2, an authenticating unit 33 for authenticating users or user devices, a location information managing unit 32 for collecting and managing location information on each user terminal, a game progress processing unit 36 for executing game progress processing for the entire game and for each user in the game, a virtual map information managing unit 37 for generating virtual map information, a game data distributing unit 34 for distributing game data to each user, and various databases.

The game databases include a real map database 35 a serving as a real map storage unit for storing real map information including geographic information on the real world, a user database 35 b for collecting information on users, a game database 35 c for collecting information related to game progress processing for the entire game and for individual users, and a point database 35 d for managing the issuing of points. Each of these databases can be a single database or a relational database in which the data is divided among multiple databases that are linked to each by establishing relationships between them.

The real map database 35 a is a storage device for storing real map information including geographic information in the real world. This geographic information includes natural geographic elements such as mountains, valleys and rivers, and man-made structures such as buildings, roads and railways, in addition to place names, addresses, and traffic restrictions. The real map information also includes text information related to the geographic information such as the names of places, administrative districts, highways, rivers and mountains. The real map database 35 a may be a map database used by other map service providers or one owned and operated by the service provider operating the game server 3.

Information stored in the user database 35 b includes identifiers used to identify users or terminal devices operated by users (user IDs, terminal IDs) and authentication information linked to passwords. It also includes personal information on users linked to user IDs and the types of terminal devices being used. The user database 35 b also contains the authentication history (access history) of each user or user terminal, information related to game progress made by each user in relation to the game database 35 c (current location in terms of longitude and latitude, game status, score, usage history, etc.), and payment information related to the game.

Information stored in the game database 35 c includes game data such as map information for the virtual world, character and object properties, information related to event processing, and graphics information, as well as mapping data linking game data to the geographic elements on real maps such as buildings, roads and railways. The point database 35 d manages issued points linked to users, user terminals or applications, and stores the usage history at each point.

The authenticating unit 33 is a module that establishes a communication session with each smartphone 1 via the communication interface 31 and performs the authentication processing for each communication session. In the authentication processing, authentication information is acquired from the smartphone 1 of the user seeking access, the user database 35 b is accessed to identify the user, and authenticates user privileges. The results of the authentication performed by the authenticating unit 33 (user ID, authentication time, session ID, etc.) are sent to the game progress processing unit 36 and stored in the user database 35 b as part of the authentication history.

The location information managing unit 32 is a module that receives location information from the user terminal device and sends the location information to the game server 3. The location information managing unit 32 links the identifier for the user or user terminal device identified by the authenticating unit 33 in the authentication process with this location information and stores the linked information in the user database 35 b as user history. The location information acquired at this time may include coordinates at the time video was captured by an imaging unit (latitude/longitude/altitude captured on real maps and virtual maps), and time and date information at the time.

The game progress processing unit 36 is a module that moves characters for each user, monsters, and other objects in a virtual world, performs various types of event processing, and causes the game to progress. It runs a game program that includes certain rules, logic and algorithms, and performs event processing such as battles, mini-games, video playback, and the fantasy conversion of municipal districts based on the positional relationship between characters and objects (approaching, confronting, etc.). In particular, the game progress processing unit 36 executes event processing based on the current location of each user according to location information on each user acquired from the location information managing unit 32, based on the number of points in the possession of each user, and based on the effects of a character C1 moving through a virtual world or being moved through the virtual world. This is performed to generate the effect of a character C1 actually walking around and acquiring items on a fantasy map.

In the present embodiment, the game progress processing unit 36 works with a game progress processing unit 141 in a smartphone 1 so that some of the game progress processing is executed by the game server 3 and some of the graphics processing and event processing is executed by the game progress processing unit 141 in the smartphone 1. For example, the game server 3 predicts event processing that can occur based on the location of another user's character or the location of an object. The game server 3 generates conditions for event occurrence and sends the conditions to the smartphone 1. The actual event processing and graphics processing are then executed by the smartphone 1 based on conditions received from the game server 3.

The virtual map information managing unit 37 is a module that manages and controls the generating, storage and distribution of virtual map information M2, including object coordinate information on other users' characters and objects such as buildings in virtual geographical information, corresponding to geographical information in the real map information M1 as shown in FIG. 2, as game progress is processed by the game progress processing unit 36. In the present embodiment, points Tp are issued based on the actual distance traveled by the user 10 based on real map information M1, and these points Tp can be used to move the character C1 corresponding to the user 10 through the virtual map information M2 and generating fantasy blocks B0 along the route traveled. In the fantasy display, as shown in FIG. 5 (a) and FIG. 5 (b), the user touches a block B0 formed in the shape of a municipal district adjacent to the route on the screen, and the block B0 is turned into a fantasy block. Each type of block B2-B5 on the virtual map is superimposed over a municipal district in the virtual map information M1.

Points Tp are given to users based on the frequency or interval of game server access, and purchases can be made by the user with money or points or a server can bill the user. Points Tp can be given when certain events have been completed in the game, when a certain score has been achieved in a min-game, or when a character has leveled up or cleared a level.

Virtual map information M2 is generated by the game server 3, by a smartphone 1, or by the game server 3 and the smartphone 1 working together. The virtual map information managing unit 37 manages virtual map information M2 generated and stored by the game server 3 as well as information related to virtual map information M2 generated and stored by a smartphone 1, compares the virtual map information M2 from both of them, and distributes some or all of the virtual map information M2 to the smartphone 1 as necessary to synchronize the two.

When virtual map information M2 is generated by the game server 3, the virtual map information managing unit 37 acquires the geographic elements, buildings, roads, and rail lines in real map information M1 stored in the real map information database 35 a, references mapping data stored in the game database 35 c, and divides map information in the virtual world into block B0 units based on map information for the virtual world corresponding to real map information M1, the characteristics (attributes) of characters and objects, and information related to event processing, and graphic information.

The game data distributing unit 34 is a module that distributes map information and graphics for the virtual world to each user via the communication interface 31 based on the current location of each user and controls performed by the virtual map information managing unit 37 to synchronize the virtual map information M2 generated by the virtual map information managing unit 37. The graphics for the virtual world are divided into municipal district blocks corresponding to real map information M1 and distributed in block units.

In the present embodiment, the area and shape of these divided fantasy blocks is automatically changed based on how fast the user is moving through the virtual world, how fast the user is moving through the real world, and on the density of information on a real map or virtual map. As shown in FIG. 8, boundary lines in real map information are selected to form areas and shapes corresponding to the current location of the user in the real world and the density of information in the real map information M1 corresponding to the current location of the user, and fantasy blocks with a closed linear shape are generated. For example, roads, rivers, topographical lines, administrative district lines for cities, towns and villages, district lines and other lines in the area adjacent to existing fantasy blocks are selected in order to determine the area and shape based on the density of information, and connecting intersection points are selected to define a closed linear shape connected to existing virtual blocks, and a fantasy block is generated. In this way, the area of division units can be reduced in areas with a high information density per unit area such as urban areas with lots of buildings and stores, and the area of division units can be increased in areas with a low information density per unit area such as urban areas with lots of buildings and stores, suburban and exurban areas.

(2) Smartphone 1

The following is a description of the internal configuration of a smartphone 1. As shown in FIG. 10, a smartphone 1 has a communication interface 11, an input interface 12 and output interface 13, an application executing unit 14, and memory 15 constituting the user interface module with the game system.

The communication interface 11 is the communication interface used to exchange data, and includes functions for non-contact communication such as those for wireless communication and functions for contact (wired) communication using, for example, a cable and adapter. The input interface 12 is a mouse, keyboard, control buttons and/or a touch panel 12 a employed by the user to input information. The output interface 13 is a device such as a display and speaker for outputting video and audio. The output interface 13 includes a display unit 13 a such as a liquid crystal display and a touch panel 12 a serving as an input interface superimposed on the display unit.

The memory 15 is a storage device used to store the operating system (OS), firmware, programs for various applications, and other data. The memory 15 is also used to store the user ID for identifying the user, game application data downloaded from the game server 3, and game data processed by the application executing unit 14. In the present embodiment, virtual map information M2 and real map information M1 obtained from the game server 3 are also stored in the memory 15. The virtual map information M2 is stored in block units divided into shapes corresponding to municipal districts in the real map information M1.

The application executing unit 14 is a module for executing the OS, game application, and other applications such as browser software. This is usually executed by the CPU. In order to execute the game program of the present invention, the application executing unit 14 constructs the game progress processing unit 141, synchronization processing unit 142, event processing unit 143, location information acquiring unit 144, display data generating unit 145, and display control unit 146 virtually.

The game progress processing unit 141 is a module that moves characters for each user, monsters, and other objects in a virtual world, performs various types of event processing, and causes the game to progress following the same rules, logic and algorithms as the game program executed by the game server 3. It also synchronizes with the game progress processing unit 36 in the game server 3 via the synchronization processing unit 142 to perform event processing such as battles, mini-games, video playback, and the fantasy conversion of municipal districts based on the positional relationship between characters and objects (approaching, confronting, etc.).

The game progress processing unit 141 in the present embodiment works with the game progress processing unit 141 in the game server 3 so that some of the game progress processing is executed by the game server 3 and some of the graphics processing and event processing is executed by the game progress processing unit 141 in the smartphone 1. For example, the game server 3 generates conditions for an event to occur and sends these conditions to the smartphone 1, and the event is actually generated and the graphics processing for this event executed by the smartphone 1.

The synchronization processing unit 142 is a module that synchronizes game progress processing and image analysis processing performed by the smartphone 1 with game progress processing and image analysis processing performed by the game server 3. More specifically, the game server 3 predicts event processing that can occur based on the location of another user's character or the location of an object. The game server 3 generates conditions for event occurrence and sends the conditions to the smartphone 1. The conditions are received by the synchronization processing unit 142, and the actual event processing and graphics processing are then executed by the game progress processing unit 141 in the smartphone 1 based on conditions received from the game server 3. The results of event processing executed by the game progress processing unit 141 in the smartphone 1 (victory in a battle, score in a mini-game, fantasy districts, etc.) are sent to the game progress processing unit 141 in the game server 3 via the synchronization processing unit 142, and the results are reflected in subsequent game progress processing.

The event processing unit 143 is the module for event processing generated by the game progress processing unit 141. The location information acquiring unit 144 monitors the traveling speed at the current location of the device itself acquired by the location information acquiring unit 144 and grants permission for batch processing in an event when the traveling speed at the current location is at or above a predetermined value and event processing generated by the game process processing unit 141 is for an event allowing for predetermined batch processing. The game progress processing unit 141 can also allow for batch operation termination in place of multiple routine operations in an event allowing for batch operations so that the operation can be eliminated to allow the game to progress. The synchronization processing unit 142 notifies the game progress processing unit 141 in the game server 3 of event processing performed by the event processing unit 143 with an operation omitted, and reports to the game server 3 that the game has progressed with an operation omitted from event processing that satisfies event processing requirements.

The location information acquiring unit 144 is a module that selects and acquires coordinate positions in the real world. The current location of the user and the current locations of other users are acquired using satellites in the global positioning system (GPS), base station positioning using triangulation based on the radio field intensity and information from base stations, and Wi-Fi positioning using the Wi-Fi SSID (Service Set ID) and a database combining radio wave conditions with longitude and latitude.

The location information acquiring unit 144 can also select any coordinate position based on an event generated by a user operation or game progress to acquire location information or measure the traveling speed. The location information acquiring unit 144 also has a function for acquiring the coordinate position of any object and reference the databases 35 a-c to acquire the current coordinate position, the coordinate position on a virtual map, or the change in orientation history.

In particular, the databases 35 a-c can be searched to acquire the location of any object or any object acting as a proxy object for the user at any location in real map information or virtual map information. Because a location of any proxy object can be moved automatically in map information by game progress processing unit 36 or 141, the proxy object can be linked to the current location of a user or moved automatically as the game progresses.

When measuring the traveling speed using the location information acquiring unit 144, sudden movement can be detected from detection signals from an accelerometer 16, and it can be determined that the user is moving when the acceleration exceeds a predetermined value. When measuring the traveling speed, it can also be determined that the user is moving based on a change in GPS values when the user enters a vehicle and begins to travel at high speed. In relation to high-speed movement, when GPS signals cannot be received in the subway or inside a station, it monitors for updated location information based on the switching of 3G/4G base stations and from changes in Wi-Fi radio wave reception. When location information changes more quickly than a normal walking pace, it can be determined that the user is moving. When determining movement based on the switching of base stations, the change in location information is not continuous, so the distance moved by the user and the traveling speed are estimated within a predetermined range based on the distance between base stations and changes in radio wave reception so that is moves at predetermined intervals (such as five minute intervals) once movement has been detected.

The location information acquiring unit 144 in the present embodiment is equipped with a travel route recording unit 144 a. This travel route recording unit 144 a is a module that calculates and stores the travel route and traveling speed based on the current location of the user acquired by the location information acquiring unit 144, the current location of other users, the coordinate position of any object, and change in orientation information for each user or object. The travel route recording unit 144 a can determine the travel route by, for example, connecting each adjacent pair of positions sampled in chronological order via the shortest distance, or determining the route between pairs of points with reference to geographic information.

The display data generating unit 145 is a module that generates the display data to be displayed on the display unit 13 a. The display data is generated by combining graphics data, image data, text data, video data, audio data, and other types of data. In the present embodiment, the display data generating unit 145 functions as a real map display data generating unit for generating real map display data at the current location of a user in real map information M1 based on the current location of the user acquired by the location information acquiring unit 144, and a virtual map display data generating unit for generating virtual map display data for a character at the current location of the user in virtual map information M2 based on the current location of the user acquired by the location information acquiring unit 144. The display data generated by the display data generating unit 145 is displayed by the display control unit 146.

The display data generating unit 145 includes a virtual map information generating unit. This virtual map information generating unit is a module that generates virtual map information M2 including coordinate information for fantasy blocks and the characters of other users in virtual geographic information corresponding to geographic information in the real map information M1 as shown in FIG. 2 based on game progress according to the game progress processing unit 141. The virtual map information generating unit acquires geographic elements, buildings, roads and rail lines included in the real map information M2 stored in the memory 15 and real map database 35 a in the network, references mapping data stored in the memory 15 and game database 35 c, and generates map information for a virtual world based on map information for the virtual world corresponding to real map information M1, the characteristics of characters and objects, information for event processing, and graphics information. In the example shown in FIG. 2, virtual objects such as forests, mountains, and rocks are arranged at coordinate positions (within coordinate ranges) corresponding to buildings in the real map information M1.

In the present embodiment, virtual map information M2 is generated by a virtual map information generating unit in a smartphone 1, but the virtual map information managing unit 37 in the game server 3 may generate virtual map information M2 for geographic information in the real map information M1 beforehand or in real time, and this may be distributed and synchronized with each smartphone 1 by the game data distributing unit 34.

The display control unit 146 is the module that executes the controls to display real world display data generated by the display data generating unit 145 alone or selectively superimpose and display real world display data with some or all of the virtual display data. The display unit 13 a displays real world display data and virtual display data under the control of the display control unit 146.

The display control unit 146 in the present embodiment also includes a route display unit. The trail display unit is a module that displays the traveling route of the user recorded by the travel route recording unit 144 a, the traveling route of other users, and the traveling route of any object as routes on real map information M1 or virtual map information M2. The route display by the route display unit can be traveling routes of a predetermined width and color created by connecting adjacent pairs of points by the shortest distance, or can be traveling routes of a predetermined width and color created by connecting adjacent pairs of points along a route referenced using geographic information. In route display by the route display unit, an object or sector near the traveling routes of each user or object can be displayed in a different color on real map information M1 or virtual map information M2.

These sectors can be displayed in different colors in the form of block units for administrative districts, municipal districts, prefectures, and municipalities based on actual geographic information or virtual geographic information. The color of each block unit can be determined based on contact with a traveling route created by connecting adjacent pairs of points by the shortest distance or based on contact with a traveling route created by connecting adjacent pairs of points along a route referenced using geographic information.

The display data generating unit 145 in the present embodiment is a module in the virtual map display system including, as shown in FIG. 11, a related information display unit 145 a, a virtual display data generating unit 145 b, and a synthesis processing unit 145 d.

The virtual display data generating unit 145 b is a module that generates virtual display data such as computer graphics to be superimposed on real map information M1. Virtual display data is generated based, for example, on location information acquired from the location information acquiring unit 144 so that virtual blocks B0, which are virtual objects, are displayed on top of real map information M1 forming the underlying layer. The virtual display data generated in this way is inputted to the synthesis processing unit 145 d.

In the present embodiment, the shape and area of fantasy blocks created by the virtual display generating unit 145 b automatically change based on the traveling speed of the user through the virtual world, the traveling speed of the user through the real world, and the density of information on a real map or virtual map. In other words, as shown in FIG. 8, boundary lines in real map information are selected to form areas and shapes corresponding to the current location of the user in the real world and the density of information in the real map information M1 corresponding to the current location of the user, and fantasy blocks with a closed linear shape are generated. For example, roads, rivers, topographical lines, administrative district lines for cities, towns and villages, district lines and other lines in the area adjacent to existing fantasy blocks are selected in order to determine the area and shape based on the density of information, and connecting intersection points are selected to define a closed linear shape connected to existing virtual blocks, and a fantasy block is generated. In this way, the area of division units can be reduced in areas with a high information density per unit area such as urban areas with lots of buildings and stores, and the area of division units can be increased in areas with a low information density per unit area such as urban areas with lots of buildings and stores, suburban and exurban areas.

The related information display unit 145 a is a module that visibly displays text information related to geographic information in real map information M1 corresponding to the displayed location of a virtual object in, for example, real map information M1 on top of the virtual object. In the present embodiment, this includes a map information extracting unit 145 c. The map information extracting unit 145 c retrieves text information associated with coordinate positions in real map information M1 corresponding to a virtual object from the real map database 35 a. The related information display unit 145 a converts the retrieved text information into image information and inputs the image information to the synthesis processing unit 145 d.

The synthesis processing unit 145 d is a module that superimposes and displays virtual objects generated by the virtual display data generating unit 145 b on real map information M1. More specifically, the synthesis processing unit 145 d displays fantasy blocks B0, which are virtual objects, on an image whose underlying layer is real map information M1, and then superimposes and synthesizes text information inputted from the related information display unit 145 a as images in the fantasy blocks B0.

(Operation of the System)

The present embodiment has an object control function in which points Tp obtained by a traveling user are spent to move a character C1 along a traveling route on a virtual map, and the traveling route and fantasy blocks corresponding to spent points Tp are recorded and displayed. Also, event processing is performed so that monsters appear and are defeated in fantasy blocks. In response, points Tp are accumulated, the fantasy area expands, and the location-based game progresses. The following is an explanation of each process.

(1) Game Progress Processing

The basic concept behind the location-based game in the present embodiment is that movement by a user through the real world is linked to the movement of a character through a virtual world and blocks along the traveled route are turned into fantasy blocks by an object control function. For example, the game is premised on the idea that points are awarded based on a proportional relationship to the straight distance or route traveled by a user through the real world, the character's movement through the virtual world is proportional to the distance traveled by the user, and fantasy blocks are generated by spending points awarded to the user. In the location-based game in the present system, points are issued based on the distance traveled by the user through the real world, points Tp are spent as the character C1 corresponding to the user moves through an enhanced real world or a virtual world, fantasy blocks corresponding to municipal districts are generated, events are generated such as monsters appearing and being defeated in fantasy blocks, and the game progresses.

More specifically, a point issuing unit 38 is provided in the game server 3, and points are issued corresponding the distance traveled by the user 10 as detected by the location information acquiring unit 144 in a smartphone 1. Here, the points represent information with transactional value and are treated as virtual currency units in the game. In the present embodiment, how a character C1 moves through a virtual world or the result of movement of the character through the virtual world depends on the number of points. For example, event processing occurs in which fantasy blocks appear on a map and items are acquired at the actual pace of a walking character C1, and the game progresses. Game progress including the issuing of points and event processing is performed by the game progress processing units 36, 141 working together, and progress in the game and points are recorded in the user database 35 b or game database 35 c.

In the present embodiment, points are earned based on the cumulative distance traveled by the user, the number of times specific facilities have been accessed on a map, and the number of times specific fantasy areas have been visited. For example, as shown in FIG. 12, points Tp are awarded based on the number of times a user 10 has traveled between the user's resistance (point A) and place of work Bld, and these points Tp are spent to generate fantasy blocks. In other words, fantasy blocks are generated between point A and building Bld by spending points Tp, and a fantasy block is superimposed on a real map by touching the block. In the present embodiment, points acquired in fantasy areas can also be used to generate fantasy blocks in unexplored blocks B0 u as shown in FIG. 13 (a) to FIG. 13 (c).

In the present embodiment, the color darkens and the status of fantasy blocks changes each time the route between the resistance and place of work is traveled. The number of times specific facilities are accessed (such as the building Bld) is counted when the route traveled is recorded, and points are issued based on this count. The points are then used to experience various special events. These special events include spending points to generate fantasy blocks in unexplored blocks and acquiring special items.

In the present embodiment, the status of fantasy blocks also changes based on the amount of time that has passed and based on progress in the game. To be more specific, as shown in FIG. 6 and FIG. 7, points Tp are issued based on the distance traveled by the user 10, and these points Tp are spent to move a character C1 corresponding to the user 10 over real map information M1. As the character C1 travels, blocks corresponding to municipal districts along the route traveled can be turned into fantasy blocks with a touch of the screen (Phase F1). Points Tp are spent each time a block is turned into a fantasy block. The status of these fantasy blocks changes, as shown in FIG. 7, as time passes and as the game progresses.

At first, as the character C1 travels, blocks adjacent to the route traveled are unexplored blocks B1 whose real map information M1 remains blank. When an unexplored block B1 is touched in a “local tap operation,” it becomes a fantasy block or activated block B2 (Phase F1). Then, by spending points Tp, unexplored blocks can be touched in a “remote district tap operation” to turn unexplored blocks B6 some distance from the route traveled into fantasy blocks (Phase F6). Unexplored blocks B6 turned into fantasy blocks using a remote district tap operation are displayed using images that differ from those used to turn blocks into fantasy blocks using a local tap operation.

Activated blocks B2 turned into fantasy blocks then transition to upgraded fantasy blocks B3 with the passage of time, for example, trees in a forest grow and begin to sparkle (Phase F2). The forest can also transition to a sparkling state without the passage of time by using a “growth potion” acquired by spending points Tp. In the activated block B3 that has been upgraded and has begun to sparkle, an event can be generated such as cutting down the forest and harvesting the lumber can be executed by tapping on the block. Points and items are acquired by this event, and the block is reset to become an inactive block B4 (Phase F3). A tapping operation on the inactive block B4 is then prohibited for a predetermined amount of time. It then cannot be turned onto a fantasy block for a predetermined amount of time and goes into standby mode. When the predetermined amount of time has elapsed, the block becomes an activated (but untapped) block B5 (Phase F4). When it is tapped, it becomes a fantasy block again and begins to grow (Phase F5). The fantasy block then transitions again by following the same cycle. This maintains gaming interest in areas that have already been explored.

(2) Virtual Map Display Processing

The following is an explanation of the enhanced reality display processing in the present embodiment. FIG. 2 to FIG. 8 show the steps in this enhanced reality display processing. In the present embodiment, as described above and as shown in FIG. 2, movement of a character on a virtual map M2 is linked with the movement of a user 10 on a real map M1, and sectors (such as municipal districts) along the route traveled are turned into fantasy blocks. A fantasy block B0 is virtual display data displayed as a virtual object on a real map Ml. A fantasy block B0 covers some or all of the real map M1, and the portion covered by the block B0 is displayed as a virtual object on a virtual map M2. Text information related to geographic information on a real map M1 at the displayed location of the fantasy block is displayed visibly as related information on the fantasy block B0.

To be more specific, as shown in FIG. 3, text information T1 such as a place name or administrative district name is displayed along with geographic information such as topography, buildings and roads on a real map M1. In FIG. 4, the user C1 is currently in “Town OO, 3rd District” and is surrounded by fantasy blocks.

More specifically, the virtual display data generating unit 145 b generates a fantasy block B0 as virtual display data to be superimposed on real map information M1 as a computer graphic and inputs the computer graphic to a synthesis processing unit 145 d. The related information display unit 145 a displays text information T1 related to geographic information in real map information M1 corresponding to the display location of a virtual object such as fantasy block B0 as related information T2 to be superimposed on the block B0 using visible vector data or raster data. At this time, the map information extracting unit 145 c extracts text information associated with a coordinate position in real map information M1 corresponding to a virtual object from the real map database 35 a. The related information display unit 145 a then converts the extracted text information into image information and inputs the image information to the synthesis processing unit 145 d.

Next, the synthesis processing unit 145 d synthesizes virtual display data in which a fantasy block B0 is arranged on top of real map information M1 forming the underlying layer. More specifically, the synthesis processing unit 145 d displays a fantasy block B0 as a virtual object on an image whose underlying layer is real map information M1, and superimposes and synthesizes text information inputted from the related information display unit 145 a as an image on top of the fantasy block.

(3) Point Issuing Process

FIG. 14 is a flowchart showing the steps in the point issuing process performed in the present embodiment. As shown in the figure, the smartphone 1 held by the user 10 executes a location information acquiring process and traveling speed calculating process continuously or at regular intervals while the game program is being run, and reports this information to the game server 3 (S101). More specifically, the location information acquiring unit 144 acquires location information from values detected by the accelerometer 16, from satellites in the global positioning system (GPS), from base station positioning using triangulation based on the radio field intensity and information from base stations, and from Wi-Fi positioning using the Wi-Fi SSID (Service Set ID) and a database combining radio wave conditions with longitude and latitude.

The game server 3 receives location information reports from user terminals, records the cumulative route of each user (S201), and calculates and records the amount of travel (cumulative distance traveled) by each user. Until the amount of travel exceeds a predetermined value, recording of the cumulative route continues (“N” in S202). When the predetermined value for amount of travel has been reached (“Y” in S202), the number of points corresponding to the amount of travel is used as information with exchange value (S203). The issued points are then downloaded into the user's smartphone 1 (S102).

The character C1 is moved on the virtual map information M2 (S104) or points are collected on the user's smartphone 1 in accordance with the number of points received. As the user 10 moves, points are repeatedly issued (“N” in S103). When the number of points exceeds a predetermined level (“Y” in S103), unexplored blocks along the route traveled can be turned into fantasy blocks, items can be acquired, or special events can be experienced (S105). Special events can be selected based on the number of points. Here, the user can select and execute any special event that is available simply by requesting it. The request is activated based on event processing corresponding to the number of points.

When the user has selected an event, the event is activated. When the user performs a tapping operation, an adjacent block or unexplored block is turned into a fantasy block (S105), and the results are reported to the game server 3. The game server receives the event activation report and advances the game based on the activated event (S204). The issuing, collection, and use of points is repeated (“Y” in S106 and S205) until the game is ended (“N” in S106 and S205).

(4) Batch Input Operation Processing

The following is an explanation of the batch input processing performed during an event. In the present invention, the game progress processing unit 141 executes an event such as encountering and battling a monster when, for example, the user's character M0 approaches a monster in a fantasy block.

The game progress processing unit 141 in the present embodiment includes an input interface control function that performs a single batch exit operation for all monsters in an event when monsters are encountered and event processing occurs. The game progress processing unit 141 usually executes an individual input step based on user input for each object (monster M0, etc.) appearing in a regular event. However, the individual input step can be replaced by user choice with a batch exit operation step in which a single batch exit operation is performed collectively for a plurality of monsters. When all monsters are processed using a single batch exit operation, the game proceeds as if the event has already been performed.

Here, the individual input usually performed is to quickly swipe the touch panel for each monster encountered in battle and to input a symbol for every type of monster encountered on the touch panel such as o, x and Δ.

However, in a batch end operation, the smartphone 1 can be tilted to eliminate all monsters not appearing on the screen, the smartphone 1 can be shaken to cause all monsters to experience a death shock, or a noise like a blast of wind can be made by breathing into the microphone. Each monster to be processed has a set amount of life points or a certain level that must be reached to end the process. When a batch end operation is performed only those monsters that exceed this threshold are defeated. The rest of the monsters require individual input to be defeated.

The following is a more detailed explanation of the batch input process. FIG. 15 is a sequence diagram showing the operations related to event processing. First, as a game progresses, location information is periodically acquired by each smartphone 1 and sent to the game server 3 (S401 and S301). The game server 3 issues points based on the distance traveled by each reporting user (S302) and the issued points are sent to the user's smartphone 1 (S303). The smartphone 1 receives the points and uses the points for user operations such as moving the character C1 on a virtual map and turning blocks into fantasy blocks (S402).

When battle event processing is to be performed (“Y” in S403) and the user selects batch processing (“Y” in S404), individual processing is ended and the event proceeds as a batch end operation. When the user does not select batch processing, standard individual input is performed (S406). Here, batch processing can be executed by user selection. However, when, for example, the current location and current speed of a smartphone 1 as acquired by the location information acquiring unit 144 are being monitored, and the speed of the user is currently exceeding a predetermined value, batch processing may be forcibly executed during event processing. In this case, the game progress processing unit 141 forcibly selects batch end processing instead of allowing for individual operations in an event allowing for batch processing. Here, individual input operations are eliminated, the battle is ended, and the game progresses. When the traveling speed of the user exceeds a predetermined value, the level of monsters encountered in a battle may also be lowered or the success rate at the end of the batch operation increased.

When batch processing is performed (“Y” in S404) and all monsters have been eliminated (“Y” in S405) in event processing, the synthesis processing unit 142 notifies the game progress processing unit 141 in the game server 3 (S407), the game server 3 performs synchronization (S304), and the results of the executed event processing are reflected in the game progress processing (S305). When batch processing has not been selected in Step 404 (“N” in S404) or all monsters have not been eliminated by batch processing (“N” in S405), individual input is received (S406) and the battle continues in the usual manner. When the battle has ended, the results are sent to the server and synchronization is performed (S407). A report is received by the game server 3, which performs synchronization (S304) and the results of the battle are reflected in subsequent game progress processing (S305). This processing is repeated until the game is ended (“N” in S408), and the game is ended when no game processing operations have been performed (“Y” in S408).

(Operations and Effects)

In the location-based game of the present embodiment, as explained above, a character corresponding to the user and other objects move through a virtual world and various events occur as the game progresses. In this game, the relationship between the real world and the virtual world is readily grasped, which increases user convenience and enhances user enjoyment.

In the present embodiment, as shown in FIG. 8, boundary lines in real map information are selected to form areas and shapes corresponding to the current location of the user in the real world and the density of information in the real map information M1 corresponding to the current location of the user, and fantasy blocks with a closed linear shape are generated. In this way, the area of division units can be reduced in areas with a high information density per unit area such as urban areas with lots of buildings and stores, and the area of division units can be increased in areas with a low information density per unit area such as urban areas with lots of buildings and stores, suburban and exurban areas. When a game is constructed by combining elements of the real world with elements of a virtual world, the balance between real world information and virtual world information can be optimized, the number of user operations and events occurring can be stabilized, and enjoyment of the game can be enhanced.

In the present embodiment, as shown in FIG. 5 (a) and FIG. 5 (b), the user touches a block B0 formed in the shape of a municipal district adjacent to the route on the screen, and the block B0 is turned into a fantasy block. Each type of block B2-B5 on the virtual map is superimposed over a municipal district in the virtual map information M1. Each block appearing on the real map along the route traveled by the user in the real world first appears as an inactive block. Each block can be selected by the user to render it active. In the interface, the user performs operations while traveling, enhancing game enjoyment.

REFERENCE SIGNS LIST

-   B0: Block -   B0 u: Block -   B1: Untapped block -   B2: Activated block -   B3: Upgraded activated block -   B4: Inactive block -   B5: Activated (untapped) block -   B6: Unexplored block -   Bld: Building -   C1: Character -   M0: Monster -   Ml: Real map information -   M2: Virtual map information -   Tp: point -   1: Smartphone -   2: Internet -   3: Game server -   10: User -   11: Communication interface -   12: Input interface -   12 a: Touch panel -   13: Output interface -   13 a: Display unit -   14: Application executing unit -   15: Memory -   16: Accelerometer -   21: Satellite -   22: Wireless base station -   31: Communication interface -   32: Location information managing unit -   33: Authenticating unit -   34: Game data distributing unit -   35 a: Real map database -   35 b: User database -   35 c: Game database -   35 d: Point database -   36: Game progress processing unit -   37: Virtual map information managing unit -   38: Point issuing unit -   141: Game progress processing unit -   142: Synchronization processing unit -   143: Event processing unit -   144: Location information acquiring unit -   144 a: Travel route recording unit -   145: Display data generating unit -   145 a: Related information display unit -   145 b: Virtual display data generating unit -   145 c: Map information extracting unit -   145 d: Synthesis processing unit -   145 f: Layer generating unit -   146: Display control unit 

The invention claimed is:
 1. An object control system in a location-based game in which a character in a virtual world is linked with and moves with a user in the real world, the object control system in a location-based game comprising: a detecting means configured to detect the current location and change in orientation of the user in the real world; a virtual display data generating unit configured to select the current location of the user in the real world and boundary lines in real map information so that an area and shape of a fantasy block relate to information density in the real map information corresponding to the current location, and further configured to generate a virtual object partially covering the real map; and a virtual information display unit configured to superimpose and display the virtual object generated by the virtual display data generating unit on the real map information, wherein the area and shape of the fantasy block also change automatically based on a speed of travel of the character moving through the virtual world or a speed of travel of the user moving through the real world.
 2. An object control system in a location-based game according to claim 1, wherein the virtual display data generating unit is configured to superimpose and display the virtual object on real map information along a route of travel as the user moves through the real world, and the virtual object is a virtual block having a flat shape corresponding to geographic information in the real world and covering some or all of the real map in municipal district units.
 3. An object control method in a location-based game in which a character in a virtual world is linked with and moves with a user in the real world, the method comprising the steps of: detecting the current location and change in orientation of the user in the real world; selecting the current location of the user in the real world and boundary lines in real map information so that an area and shape of a fantasy block relate to information density in the real map information corresponding to the current location, wherein the area and shape of the fantasy block change automatically based on a speed of travel of the character through the virtual world or a speed of travel of the user moving through the real world, and generating a virtual object partially covering the real map; and superimposing and displaying the virtual object generated by the virtual display data generating unit on the real map information. 